Files
kuwa f483074cd2 Dedicated Server Software - Minecraft.Server.exe (#498)
* add: Dedicated Server implementation

- Introduced `ServerMain.cpp` for the dedicated server logic, handling command-line arguments, server initialization, and network management.
- Created `postbuild_server.ps1` script for post-build tasks, including copying necessary resources and DLLs for the dedicated server.
- Added `CopyServerAssets.cmake` to manage the copying of server assets during the build process, ensuring required files are available for the dedicated server.
- Defined project filters in `Minecraft.Server.vcxproj.filters` for better organization of server-related files.

* add: refactor world loader & add server properties

- Introduced ServerLogger for logging startup steps and world I/O operations.
- Implemented ServerProperties for loading and saving server configuration from `server.properties`.
- Added WorldManager to handle world loading and creation based on server properties.
- Updated ServerMain to integrate server properties loading and world management.
- Enhanced project files to include new source and header files for the server components.

* update: implement enhanced logging functionality with configurable log levels

* update: update keyboard and mouse input initialization 1dc8a005ed

* fix: change virtual screen resolution to 1920x1080(HD)

Since 31881af56936aeef38ff322b975fd0 , `skinHud.swf` for 720 is not included in `MediaWindows64.arc`,
the app crashes unless the virtual screen is set to HD.

* fix: dedicated server build settings for miniaudio migration and missing sources

- remove stale Windows64 Miles (mss64) link/copy references from server build
- add Common/Filesystem/Filesystem.cpp to Minecraft.Server.vcxproj
- add Windows64/PostProcesser.cpp to Minecraft.Server.vcxproj
- fix unresolved externals (PostProcesser::*, FileExists) in dedicated server build

* update: changed the virtual screen to 720p

Since the crash caused by the 720p `skinHud.swf` not being included in `MediaWindows64.arc` has been resolved, switching back to 720p to reduce resource usage.

* add: add Docker support for Dedicated Server

add with entrypoint and build scripts

* fix: add initial save for newly created worlds in dedicated server

on the server side, I fixed the behavior introduced after commit aadb511, where newly created worlds are intentionally not saved to disk immediately.

* update: add basically all configuration options that are implemented in the classes to `server.properties`

* update: add LAN advertising configuration for server.properties

LAN-Discovery, which isn’t needed in server mode and could potentially be a security risk, has also been disabled(only server mode).

* add: add implementing interactive command line using linenoise

- Integrated linenoise library for line editing and completion in the server console.
- Updated ServerLogger to handle external writes safely during logging.
- Modified ServerMain to initialize and manage the ServerCli for command input.
- The implementation is separate from everything else, so it doesn't affect anything else.
- The command input section and execution section are separated into threads.

* update: enhance command line completion with predictive hints

Like most command line tools, it highlights predictions in gray.

* add: implement `StringUtils` for string manipulation and refactor usages

Unified the scattered utility functions.

* fix: send DisconnectPacket on shutdown and fix Win64 recv-thread teardown race

Before this change, server/host shutdown closed sockets directly in
ServerConnection::stop(), which bypassed the normal disconnect flow.
As a result, clients could be dropped without receiving a proper
DisconnectPacket during stop/kill/world-close paths.

Also, WinsockNetLayer::Shutdown() could destroy synchronization objects
while host-side recv threads were still exiting, causing a crash in
RecvThreadProc (access violation on world close in host mode).

* fix: return client to menus when Win64 host connection drops

- Add client-side host disconnect handling in CPlatformNetworkManagerStub::DoWork() for _WINDOWS64.
- When in QNET_STATE_GAME_PLAY as a non-host and WinsockNetLayer::IsConnected() becomes false, trigger g_NetworkManager.HandleDisconnect(false) to enter the normal disconnect/UI flow.
- Use m_bLeaveGameOnTick as a one-shot guard to prevent repeated disconnect handling while the link remains down.
- Reset m_bLeaveGameOnTick on LeaveGame(), HostGame(), and JoinGame() to avoid stale state across sessions.

* update: converted Japanese comments to English

* add: create `Minecraft.Server` developer guide in English and Japanese

* update: add note about issue

* add: add `nlohmann/json` json lib

* add: add FileUtils

Moved file operations to `utils`.

* add: Dedicated Server BAN access manager with persistent player and IP bans

- add Access frontend that publishes thread-safe ban manager snapshots for dedicated server use
- add BanManager storage for banned-players.json and banned-ips.json with load/save/update flows
- add persistent player and IP ban checks during dedicated server connection handling
- add UTF-8 BOM-safe JSON parsing and shared file helpers backed by nlohmann/json
- add Unicode-safe ban file read/write and safer atomic replacement behavior on Windows
- add active-ban snapshot APIs and expiry-aware filtering for expires metadata
- add RAII-based dedicated access shutdown handling during server startup and teardown

* update: changed file read/write operations to use `FileUtils`.

- As a side effect, saving has become faster!

* fix: Re-added the source that had somehow disappeared.

* add: significantly improved the dedicated server logging system

- add ServerLogManager to Minecraft.Server as the single entry point for dedicated-server log output
- forward CMinecraftApp logger output to the server logger when running with g_Win64DedicatedServer
- add named network logs for incoming, accepted, rejected, and disconnected connections
- cache connection metadata by smallId so player name and remote IP remain available for disconnect logs
- keep Minecraft.Client changes minimal by using lightweight hook points and handling log orchestration on the server side

* fix: added the updated library source

* add: add `ban` and `pardon` commands for Player and IP

* fix: fix stop command shutdown process

add dedicated server shutdown request handling

* fix: fixed the save logic during server shutdown

Removed redundant repeated saves and eliminated the risks of async writes.

* update: added new sever files to Docker entrypoint

* fix: replace shutdown flag with atomic variable for thread safety

* update: update Dedicated Server developer guide

English is machine translated.
Please forgive me.

* update: check for the existence of `GameHDD` and create

* add: add Whitelist to Dedicated Server

* refactor: clean up and refactor the code

- unify duplicated implementations that were copied repeatedly
- update outdated patterns to more modern ones

* fix: include UI header (new update fix)

* fix: fix the detection range for excessive logging

`getHighestNonEmptyY()` returning `-1` occurs normally when the chunk is entirely air.
The caller (`Minecraft.World/LevelChunk.cpp:2400`) normalizes `-1` to `0`.

* update: add world size config to dedicated server properties

* update: update README add explanation of  `server.properties` & launch arguments

* update: add nightly release workflow for dedicated server and client builds to Actions

* fix: update name for workflow

* add random seed generation

* add: add Docker nightly workflow for Dedicated Server publish to GitHub Container Registry

* fix: ghost player when clients disconnect out of order

#4

* fix: fix 7zip option

* fix: fix Docker workflow for Dedicated Server artifact handling

* add: add no build Dedicated Server startup scripts and Docker Compose

* update: add README for Docker Dedicated Server setup with no local build

* refactor: refactor command path structure

As the number of commands has increased and become harder to navigate, each command has been organized into separate folders.

* update: support stream(file stdin) input mode for server CLI

Support for the stream (file stdin) required when attaching a tty to a Docker container on Linux.

* add: add new CLI Console Commands for Dedicated Server

Most of these commands are executed using the command dispatcher implemented on the `Minecraft.World` side. When registering them with the dispatcher, the sender uses a permission-enabled configuration that treats the CLI as a player.

- default game.
- enchant
- experience.
- give
- kill(currently, getting a permission error for some reason)
- time
- weather.
- update tp & gamemode command

* fix: change player map icon to random select

* update: increase the player limit

* add: restore the basic anti-cheat implementation and add spawn protection

Added the following anti-cheat measures and add spawn protection to `server.properties`.
- instant break
- speed
- reach

* fix: fix Docker image tag

---------

Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
2026-03-15 02:32:50 -05:00

1338 lines
39 KiB
C++

// Code implemented by LCEMP, credit if used on other repos
// https://github.com/LCEMP/LCEMP
#include "stdafx.h"
#ifdef _WINDOWS64
#include "WinsockNetLayer.h"
#include "..\..\Common\Network\PlatformNetworkManagerStub.h"
#include "..\..\..\Minecraft.World\Socket.h"
#if defined(MINECRAFT_SERVER_BUILD)
#include "..\..\..\Minecraft.Server\Access\Access.h"
#include "..\..\..\Minecraft.Server\ServerLogManager.h"
#endif
#include "..\..\..\Minecraft.World\DisconnectPacket.h"
#include "..\..\Minecraft.h"
#include "..\4JLibs\inc\4J_Profile.h"
#include <string>
static bool RecvExact(SOCKET sock, BYTE* buf, int len);
#if defined(MINECRAFT_SERVER_BUILD)
static bool TryGetNumericRemoteIp(const sockaddr_in &remoteAddress, std::string *outIp);
#endif
SOCKET WinsockNetLayer::s_listenSocket = INVALID_SOCKET;
SOCKET WinsockNetLayer::s_hostConnectionSocket = INVALID_SOCKET;
HANDLE WinsockNetLayer::s_acceptThread = nullptr;
HANDLE WinsockNetLayer::s_clientRecvThread = nullptr;
bool WinsockNetLayer::s_isHost = false;
bool WinsockNetLayer::s_connected = false;
bool WinsockNetLayer::s_active = false;
bool WinsockNetLayer::s_initialized = false;
BYTE WinsockNetLayer::s_localSmallId = 0;
BYTE WinsockNetLayer::s_hostSmallId = 0;
unsigned int WinsockNetLayer::s_nextSmallId = XUSER_MAX_COUNT;
CRITICAL_SECTION WinsockNetLayer::s_sendLock;
CRITICAL_SECTION WinsockNetLayer::s_connectionsLock;
std::vector<Win64RemoteConnection> WinsockNetLayer::s_connections;
SOCKET WinsockNetLayer::s_advertiseSock = INVALID_SOCKET;
HANDLE WinsockNetLayer::s_advertiseThread = nullptr;
volatile bool WinsockNetLayer::s_advertising = false;
Win64LANBroadcast WinsockNetLayer::s_advertiseData = {};
CRITICAL_SECTION WinsockNetLayer::s_advertiseLock;
int WinsockNetLayer::s_hostGamePort = WIN64_NET_DEFAULT_PORT;
SOCKET WinsockNetLayer::s_discoverySock = INVALID_SOCKET;
HANDLE WinsockNetLayer::s_discoveryThread = nullptr;
volatile bool WinsockNetLayer::s_discovering = false;
CRITICAL_SECTION WinsockNetLayer::s_discoveryLock;
std::vector<Win64LANSession> WinsockNetLayer::s_discoveredSessions;
CRITICAL_SECTION WinsockNetLayer::s_disconnectLock;
std::vector<BYTE> WinsockNetLayer::s_disconnectedSmallIds;
CRITICAL_SECTION WinsockNetLayer::s_freeSmallIdLock;
std::vector<BYTE> WinsockNetLayer::s_freeSmallIds;
SOCKET WinsockNetLayer::s_smallIdToSocket[256];
CRITICAL_SECTION WinsockNetLayer::s_smallIdToSocketLock;
SOCKET WinsockNetLayer::s_splitScreenSocket[XUSER_MAX_COUNT] = { INVALID_SOCKET, INVALID_SOCKET, INVALID_SOCKET, INVALID_SOCKET };
BYTE WinsockNetLayer::s_splitScreenSmallId[XUSER_MAX_COUNT] = { 0xFF, 0xFF, 0xFF, 0xFF };
HANDLE WinsockNetLayer::s_splitScreenRecvThread[XUSER_MAX_COUNT] = {nullptr, nullptr, nullptr, nullptr};
bool g_Win64MultiplayerHost = false;
bool g_Win64MultiplayerJoin = false;
int g_Win64MultiplayerPort = WIN64_NET_DEFAULT_PORT;
char g_Win64MultiplayerIP[256] = "127.0.0.1";
bool g_Win64DedicatedServer = false;
int g_Win64DedicatedServerPort = WIN64_NET_DEFAULT_PORT;
char g_Win64DedicatedServerBindIP[256] = "";
bool g_Win64DedicatedServerLanAdvertise = true;
bool WinsockNetLayer::Initialize()
{
if (s_initialized) return true;
WSADATA wsaData;
int result = WSAStartup(MAKEWORD(2, 2), &wsaData);
if (result != 0)
{
app.DebugPrintf("WSAStartup failed: %d\n", result);
return false;
}
InitializeCriticalSection(&s_sendLock);
InitializeCriticalSection(&s_connectionsLock);
InitializeCriticalSection(&s_advertiseLock);
InitializeCriticalSection(&s_discoveryLock);
InitializeCriticalSection(&s_disconnectLock);
InitializeCriticalSection(&s_freeSmallIdLock);
InitializeCriticalSection(&s_smallIdToSocketLock);
for (int i = 0; i < 256; i++)
s_smallIdToSocket[i] = INVALID_SOCKET;
s_initialized = true;
// Dedicated Server does not use LAN session discovery and therefore does not initiate discovery.
if (!g_Win64DedicatedServer)
{
StartDiscovery();
}
return true;
}
void WinsockNetLayer::Shutdown()
{
StopAdvertising();
StopDiscovery();
s_active = false;
s_connected = false;
if (s_listenSocket != INVALID_SOCKET)
{
closesocket(s_listenSocket);
s_listenSocket = INVALID_SOCKET;
}
if (s_hostConnectionSocket != INVALID_SOCKET)
{
closesocket(s_hostConnectionSocket);
s_hostConnectionSocket = INVALID_SOCKET;
}
// Stop accept loop first so no new RecvThread can be created while shutting down.
if (s_acceptThread != nullptr)
{
WaitForSingleObject(s_acceptThread, 2000);
CloseHandle(s_acceptThread);
s_acceptThread = nullptr;
}
std::vector<HANDLE> recvThreads;
EnterCriticalSection(&s_connectionsLock);
for (size_t i = 0; i < s_connections.size(); i++)
{
s_connections[i].active = false;
if (s_connections[i].tcpSocket != INVALID_SOCKET)
{
closesocket(s_connections[i].tcpSocket);
s_connections[i].tcpSocket = INVALID_SOCKET;
}
if (s_connections[i].recvThread != nullptr)
{
recvThreads.push_back(s_connections[i].recvThread);
s_connections[i].recvThread = nullptr;
}
}
LeaveCriticalSection(&s_connectionsLock);
// Wait for all host-side receive threads to exit before destroying state.
for (size_t i = 0; i < recvThreads.size(); i++)
{
WaitForSingleObject(recvThreads[i], 2000);
CloseHandle(recvThreads[i]);
}
EnterCriticalSection(&s_connectionsLock);
s_connections.clear();
LeaveCriticalSection(&s_connectionsLock);
if (s_clientRecvThread != nullptr)
{
WaitForSingleObject(s_clientRecvThread, 2000);
CloseHandle(s_clientRecvThread);
s_clientRecvThread = nullptr;
}
for (int i = 0; i < XUSER_MAX_COUNT; i++)
{
if (s_splitScreenSocket[i] != INVALID_SOCKET)
{
closesocket(s_splitScreenSocket[i]);
s_splitScreenSocket[i] = INVALID_SOCKET;
}
if (s_splitScreenRecvThread[i] != nullptr)
{
WaitForSingleObject(s_splitScreenRecvThread[i], 2000);
CloseHandle(s_splitScreenRecvThread[i]);
s_splitScreenRecvThread[i] = nullptr;
}
s_splitScreenSmallId[i] = 0xFF;
}
if (s_initialized)
{
EnterCriticalSection(&s_disconnectLock);
s_disconnectedSmallIds.clear();
LeaveCriticalSection(&s_disconnectLock);
EnterCriticalSection(&s_freeSmallIdLock);
s_freeSmallIds.clear();
LeaveCriticalSection(&s_freeSmallIdLock);
DeleteCriticalSection(&s_sendLock);
DeleteCriticalSection(&s_connectionsLock);
DeleteCriticalSection(&s_advertiseLock);
DeleteCriticalSection(&s_discoveryLock);
DeleteCriticalSection(&s_disconnectLock);
DeleteCriticalSection(&s_freeSmallIdLock);
DeleteCriticalSection(&s_smallIdToSocketLock);
WSACleanup();
s_initialized = false;
}
}
bool WinsockNetLayer::HostGame(int port, const char* bindIp)
{
if (!s_initialized && !Initialize()) return false;
s_isHost = true;
s_localSmallId = 0;
s_hostSmallId = 0;
s_nextSmallId = XUSER_MAX_COUNT;
s_hostGamePort = port;
EnterCriticalSection(&s_freeSmallIdLock);
s_freeSmallIds.clear();
LeaveCriticalSection(&s_freeSmallIdLock);
EnterCriticalSection(&s_smallIdToSocketLock);
for (int i = 0; i < 256; i++)
s_smallIdToSocket[i] = INVALID_SOCKET;
LeaveCriticalSection(&s_smallIdToSocketLock);
struct addrinfo hints = {};
struct addrinfo* result = nullptr;
hints.ai_family = AF_INET;
hints.ai_socktype = SOCK_STREAM;
hints.ai_protocol = IPPROTO_TCP;
hints.ai_flags = (bindIp == nullptr || bindIp[0] == 0) ? AI_PASSIVE : 0;
char portStr[16];
sprintf_s(portStr, "%d", port);
const char* resolvedBindIp = (bindIp != nullptr && bindIp[0] != 0) ? bindIp : nullptr;
int iResult = getaddrinfo(resolvedBindIp, portStr, &hints, &result);
if (iResult != 0)
{
app.DebugPrintf("getaddrinfo failed for %s:%d - %d\n",
resolvedBindIp != nullptr ? resolvedBindIp : "*",
port,
iResult);
return false;
}
s_listenSocket = socket(result->ai_family, result->ai_socktype, result->ai_protocol);
if (s_listenSocket == INVALID_SOCKET)
{
app.DebugPrintf("socket() failed: %d\n", WSAGetLastError());
freeaddrinfo(result);
return false;
}
int opt = 1;
setsockopt(s_listenSocket, SOL_SOCKET, SO_REUSEADDR, (const char*)&opt, sizeof(opt));
iResult = ::bind(s_listenSocket, result->ai_addr, static_cast<int>(result->ai_addrlen));
freeaddrinfo(result);
if (iResult == SOCKET_ERROR)
{
app.DebugPrintf("bind() failed: %d\n", WSAGetLastError());
closesocket(s_listenSocket);
s_listenSocket = INVALID_SOCKET;
return false;
}
iResult = listen(s_listenSocket, SOMAXCONN);
if (iResult == SOCKET_ERROR)
{
app.DebugPrintf("listen() failed: %d\n", WSAGetLastError());
closesocket(s_listenSocket);
s_listenSocket = INVALID_SOCKET;
return false;
}
s_active = true;
s_connected = true;
s_acceptThread = CreateThread(nullptr, 0, AcceptThreadProc, nullptr, 0, nullptr);
app.DebugPrintf("Win64 LAN: Hosting on %s:%d\n",
resolvedBindIp != nullptr ? resolvedBindIp : "*",
port);
return true;
}
bool WinsockNetLayer::JoinGame(const char* ip, int port)
{
if (!s_initialized && !Initialize()) return false;
s_isHost = false;
s_hostSmallId = 0;
s_connected = false;
s_active = false;
if (s_hostConnectionSocket != INVALID_SOCKET)
{
closesocket(s_hostConnectionSocket);
s_hostConnectionSocket = INVALID_SOCKET;
}
// Wait for old client recv thread to fully exit before starting a new connection.
// Without this, the old thread can read from the new socket (s_hostConnectionSocket
// is a global) and steal bytes from the new connection's TCP stream, causing
// packet stream misalignment on reconnect.
if (s_clientRecvThread != nullptr)
{
WaitForSingleObject(s_clientRecvThread, 5000);
CloseHandle(s_clientRecvThread);
s_clientRecvThread = nullptr;
}
struct addrinfo hints = {};
struct addrinfo* result = nullptr;
hints.ai_family = AF_INET;
hints.ai_socktype = SOCK_STREAM;
hints.ai_protocol = IPPROTO_TCP;
char portStr[16];
sprintf_s(portStr, "%d", port);
int iResult = getaddrinfo(ip, portStr, &hints, &result);
if (iResult != 0)
{
app.DebugPrintf("getaddrinfo failed for %s:%d - %d\n", ip, port, iResult);
return false;
}
bool connected = false;
BYTE assignedSmallId = 0;
const int maxAttempts = 12;
for (int attempt = 0; attempt < maxAttempts; ++attempt)
{
s_hostConnectionSocket = socket(result->ai_family, result->ai_socktype, result->ai_protocol);
if (s_hostConnectionSocket == INVALID_SOCKET)
{
app.DebugPrintf("socket() failed: %d\n", WSAGetLastError());
break;
}
int noDelay = 1;
setsockopt(s_hostConnectionSocket, IPPROTO_TCP, TCP_NODELAY, (const char*)&noDelay, sizeof(noDelay));
iResult = connect(s_hostConnectionSocket, result->ai_addr, static_cast<int>(result->ai_addrlen));
if (iResult == SOCKET_ERROR)
{
int err = WSAGetLastError();
app.DebugPrintf("connect() to %s:%d failed (attempt %d/%d): %d\n", ip, port, attempt + 1, maxAttempts, err);
closesocket(s_hostConnectionSocket);
s_hostConnectionSocket = INVALID_SOCKET;
Sleep(200);
continue;
}
BYTE assignBuf[1];
int bytesRecv = recv(s_hostConnectionSocket, (char*)assignBuf, 1, 0);
if (bytesRecv != 1)
{
app.DebugPrintf("Failed to receive small ID assignment from host (attempt %d/%d)\n", attempt + 1, maxAttempts);
closesocket(s_hostConnectionSocket);
s_hostConnectionSocket = INVALID_SOCKET;
Sleep(200);
continue;
}
if (assignBuf[0] == WIN64_SMALLID_REJECT)
{
BYTE rejectBuf[5];
if (!RecvExact(s_hostConnectionSocket, rejectBuf, 5))
{
app.DebugPrintf("Failed to receive reject reason from host\n");
closesocket(s_hostConnectionSocket);
s_hostConnectionSocket = INVALID_SOCKET;
Sleep(200);
continue;
}
// rejectBuf[0] = packet id (255), rejectBuf[1..4] = 4-byte big-endian reason
int reason = ((rejectBuf[1] & 0xff) << 24) | ((rejectBuf[2] & 0xff) << 16) |
((rejectBuf[3] & 0xff) << 8) | (rejectBuf[4] & 0xff);
Minecraft::GetInstance()->connectionDisconnected(ProfileManager.GetPrimaryPad(), (DisconnectPacket::eDisconnectReason)reason);
closesocket(s_hostConnectionSocket);
s_hostConnectionSocket = INVALID_SOCKET;
freeaddrinfo(result);
return false;
}
assignedSmallId = assignBuf[0];
connected = true;
break;
}
freeaddrinfo(result);
if (!connected)
{
return false;
}
s_localSmallId = assignedSmallId;
// Save the host IP and port so JoinSplitScreen can connect to the same host
// regardless of how the connection was initiated (UI vs command line).
strncpy_s(g_Win64MultiplayerIP, sizeof(g_Win64MultiplayerIP), ip, _TRUNCATE);
g_Win64MultiplayerPort = port;
app.DebugPrintf("Win64 LAN: Connected to %s:%d, assigned smallId=%d\n", ip, port, s_localSmallId);
s_active = true;
s_connected = true;
s_clientRecvThread = CreateThread(nullptr, 0, ClientRecvThreadProc, nullptr, 0, nullptr);
return true;
}
bool WinsockNetLayer::SendOnSocket(SOCKET sock, const void* data, int dataSize)
{
if (sock == INVALID_SOCKET || dataSize <= 0 || dataSize > WIN64_NET_MAX_PACKET_SIZE) return false;
// TODO: s_sendLock is a single global lock for ALL sockets. If one client's
// send() blocks (TCP window full, slow WiFi), every other write thread stalls
// waiting for this lock — no data flows to any player until the slow send
// completes. This scales badly with player count (8+ players = noticeable).
// Fix: replace with per-socket locks indexed by smallId (s_perSocketSendLock[256]).
// The lock only needs to prevent interleaving of header+payload on the SAME socket;
// sends to different sockets are independent and should never block each other.
EnterCriticalSection(&s_sendLock);
BYTE header[4];
header[0] = static_cast<BYTE>((dataSize >> 24) & 0xFF);
header[1] = static_cast<BYTE>((dataSize >> 16) & 0xFF);
header[2] = static_cast<BYTE>((dataSize >> 8) & 0xFF);
header[3] = static_cast<BYTE>(dataSize & 0xFF);
int totalSent = 0;
int toSend = 4;
while (totalSent < toSend)
{
int sent = send(sock, (const char*)header + totalSent, toSend - totalSent, 0);
if (sent == SOCKET_ERROR || sent == 0)
{
LeaveCriticalSection(&s_sendLock);
return false;
}
totalSent += sent;
}
totalSent = 0;
while (totalSent < dataSize)
{
int sent = send(sock, static_cast<const char *>(data) + totalSent, dataSize - totalSent, 0);
if (sent == SOCKET_ERROR || sent == 0)
{
LeaveCriticalSection(&s_sendLock);
return false;
}
totalSent += sent;
}
LeaveCriticalSection(&s_sendLock);
return true;
}
bool WinsockNetLayer::SendToSmallId(BYTE targetSmallId, const void* data, int dataSize)
{
if (!s_active) return false;
if (s_isHost)
{
SOCKET sock = GetSocketForSmallId(targetSmallId);
if (sock == INVALID_SOCKET) return false;
return SendOnSocket(sock, data, dataSize);
}
else
{
return SendOnSocket(s_hostConnectionSocket, data, dataSize);
}
}
SOCKET WinsockNetLayer::GetSocketForSmallId(BYTE smallId)
{
EnterCriticalSection(&s_smallIdToSocketLock);
SOCKET sock = s_smallIdToSocket[smallId];
LeaveCriticalSection(&s_smallIdToSocketLock);
return sock;
}
void WinsockNetLayer::ClearSocketForSmallId(BYTE smallId)
{
EnterCriticalSection(&s_smallIdToSocketLock);
s_smallIdToSocket[smallId] = INVALID_SOCKET;
LeaveCriticalSection(&s_smallIdToSocketLock);
}
// Send reject handshake: sentinel 0xFF + DisconnectPacket wire format (1 byte id 255 + 4 byte big-endian reason). Then caller closes socket.
static void SendRejectWithReason(SOCKET clientSocket, DisconnectPacket::eDisconnectReason reason)
{
BYTE buf[6];
buf[0] = WIN64_SMALLID_REJECT;
buf[1] = (BYTE)255; // DisconnectPacket packet id
int r = (int)reason;
buf[2] = (BYTE)((r >> 24) & 0xff);
buf[3] = (BYTE)((r >> 16) & 0xff);
buf[4] = (BYTE)((r >> 8) & 0xff);
buf[5] = (BYTE)(r & 0xff);
send(clientSocket, (const char*)buf, sizeof(buf), 0);
}
static bool RecvExact(SOCKET sock, BYTE* buf, int len)
{
int totalRecv = 0;
while (totalRecv < len)
{
int r = recv(sock, (char*)buf + totalRecv, len - totalRecv, 0);
if (r <= 0) return false;
totalRecv += r;
}
return true;
}
#if defined(MINECRAFT_SERVER_BUILD)
static bool TryGetNumericRemoteIp(const sockaddr_in &remoteAddress, std::string *outIp)
{
if (outIp == nullptr)
{
return false;
}
outIp->clear();
char ipBuffer[64] = {};
const char *ip = inet_ntop(AF_INET, (void *)&remoteAddress.sin_addr, ipBuffer, sizeof(ipBuffer));
if (ip == nullptr || ip[0] == 0)
{
return false;
}
*outIp = ip;
return true;
}
#endif
void WinsockNetLayer::HandleDataReceived(BYTE fromSmallId, BYTE toSmallId, unsigned char* data, unsigned int dataSize)
{
INetworkPlayer* pPlayerFrom = g_NetworkManager.GetPlayerBySmallId(fromSmallId);
INetworkPlayer* pPlayerTo = g_NetworkManager.GetPlayerBySmallId(toSmallId);
if (pPlayerFrom == nullptr || pPlayerTo == nullptr)
{
app.DebugPrintf("NET RECV: DROPPED %u bytes from=%d to=%d (player NULL: from=%p to=%p)\n",
dataSize, fromSmallId, toSmallId, pPlayerFrom, pPlayerTo);
return;
}
if (s_isHost)
{
::Socket* pSocket = pPlayerFrom->GetSocket();
if (pSocket != nullptr)
pSocket->pushDataToQueue(data, dataSize, false);
else
app.DebugPrintf("NET RECV: DROPPED %u bytes, host pSocket NULL for from=%d\n", dataSize, fromSmallId);
}
else
{
::Socket* pSocket = pPlayerTo->GetSocket();
if (pSocket != nullptr)
pSocket->pushDataToQueue(data, dataSize, true);
else
app.DebugPrintf("NET RECV: DROPPED %u bytes, client pSocket NULL for to=%d\n", dataSize, toSmallId);
}
}
DWORD WINAPI WinsockNetLayer::AcceptThreadProc(LPVOID param)
{
while (s_active)
{
sockaddr_in remoteAddress;
ZeroMemory(&remoteAddress, sizeof(remoteAddress));
int remoteAddressLength = sizeof(remoteAddress);
SOCKET clientSocket = accept(s_listenSocket, (sockaddr*)&remoteAddress, &remoteAddressLength);
if (clientSocket == INVALID_SOCKET)
{
if (s_active)
app.DebugPrintf("accept() failed: %d\n", WSAGetLastError());
break;
}
int noDelay = 1;
setsockopt(clientSocket, IPPROTO_TCP, TCP_NODELAY, (const char*)&noDelay, sizeof(noDelay));
#if defined(MINECRAFT_SERVER_BUILD)
std::string remoteIp;
const bool hasRemoteIp = TryGetNumericRemoteIp(remoteAddress, &remoteIp);
const char *remoteIpForLog = hasRemoteIp ? remoteIp.c_str() : "unknown";
if (g_Win64DedicatedServer)
{
ServerRuntime::ServerLogManager::OnIncomingTcpConnection(remoteIpForLog);
if (hasRemoteIp && ServerRuntime::Access::IsIpBanned(remoteIp))
{
ServerRuntime::ServerLogManager::OnRejectedTcpConnection(remoteIpForLog, ServerRuntime::ServerLogManager::eTcpRejectReason_BannedIp);
SendRejectWithReason(clientSocket, DisconnectPacket::eDisconnect_Banned);
closesocket(clientSocket);
continue;
}
}
#endif
extern QNET_STATE _iQNetStubState;
if (_iQNetStubState != QNET_STATE_GAME_PLAY)
{
#if defined(MINECRAFT_SERVER_BUILD)
if (g_Win64DedicatedServer)
{
ServerRuntime::ServerLogManager::OnRejectedTcpConnection(remoteIpForLog, ServerRuntime::ServerLogManager::eTcpRejectReason_GameNotReady);
}
else
#endif
{
app.DebugPrintf("Win64 LAN: Rejecting connection, game not ready\n");
}
closesocket(clientSocket);
continue;
}
extern CPlatformNetworkManagerStub* g_pPlatformNetworkManager;
if (g_pPlatformNetworkManager != nullptr && !g_pPlatformNetworkManager->CanAcceptMoreConnections())
{
#if defined(MINECRAFT_SERVER_BUILD)
if (g_Win64DedicatedServer)
{
ServerRuntime::ServerLogManager::OnRejectedTcpConnection(remoteIpForLog, ServerRuntime::ServerLogManager::eTcpRejectReason_ServerFull);
}
else
#endif
{
app.DebugPrintf("Win64 LAN: Rejecting connection, server at max players\n");
}
SendRejectWithReason(clientSocket, DisconnectPacket::eDisconnect_ServerFull);
closesocket(clientSocket);
continue;
}
BYTE assignedSmallId;
EnterCriticalSection(&s_freeSmallIdLock);
if (!s_freeSmallIds.empty())
{
assignedSmallId = s_freeSmallIds.back();
s_freeSmallIds.pop_back();
}
else if (s_nextSmallId < (unsigned int)MINECRAFT_NET_MAX_PLAYERS)
{
assignedSmallId = (BYTE)s_nextSmallId++;
}
else
{
LeaveCriticalSection(&s_freeSmallIdLock);
#if defined(MINECRAFT_SERVER_BUILD)
if (g_Win64DedicatedServer)
{
ServerRuntime::ServerLogManager::OnRejectedTcpConnection(remoteIpForLog, ServerRuntime::ServerLogManager::eTcpRejectReason_ServerFull);
}
else
#endif
{
app.DebugPrintf("Win64 LAN: Server full, rejecting connection\n");
}
SendRejectWithReason(clientSocket, DisconnectPacket::eDisconnect_ServerFull);
closesocket(clientSocket);
continue;
}
LeaveCriticalSection(&s_freeSmallIdLock);
BYTE assignBuf[1] = { assignedSmallId };
int sent = send(clientSocket, (const char*)assignBuf, 1, 0);
if (sent != 1)
{
app.DebugPrintf("Failed to send small ID to client\n");
closesocket(clientSocket);
PushFreeSmallId(assignedSmallId);
continue;
}
Win64RemoteConnection conn;
conn.tcpSocket = clientSocket;
conn.smallId = assignedSmallId;
conn.active = true;
conn.recvThread = nullptr;
EnterCriticalSection(&s_connectionsLock);
s_connections.push_back(conn);
int connIdx = static_cast<int>(s_connections.size()) - 1;
LeaveCriticalSection(&s_connectionsLock);
#if defined(MINECRAFT_SERVER_BUILD)
if (g_Win64DedicatedServer)
{
ServerRuntime::ServerLogManager::OnAcceptedTcpConnection(assignedSmallId, remoteIpForLog);
}
else
#endif
{
app.DebugPrintf("Win64 LAN: Client connected, assigned smallId=%d\n", assignedSmallId);
}
EnterCriticalSection(&s_smallIdToSocketLock);
s_smallIdToSocket[assignedSmallId] = clientSocket;
LeaveCriticalSection(&s_smallIdToSocketLock);
IQNetPlayer* qnetPlayer = &IQNet::m_player[assignedSmallId];
extern void Win64_SetupRemoteQNetPlayer(IQNetPlayer * player, BYTE smallId, bool isHost, bool isLocal);
Win64_SetupRemoteQNetPlayer(qnetPlayer, assignedSmallId, false, false);
extern CPlatformNetworkManagerStub* g_pPlatformNetworkManager;
g_pPlatformNetworkManager->NotifyPlayerJoined(qnetPlayer);
DWORD* threadParam = new DWORD;
*threadParam = connIdx;
HANDLE hThread = CreateThread(nullptr, 0, RecvThreadProc, threadParam, 0, nullptr);
EnterCriticalSection(&s_connectionsLock);
if (connIdx < static_cast<int>(s_connections.size()))
s_connections[connIdx].recvThread = hThread;
LeaveCriticalSection(&s_connectionsLock);
}
return 0;
}
DWORD WINAPI WinsockNetLayer::RecvThreadProc(LPVOID param)
{
DWORD connIdx = *static_cast<DWORD *>(param);
delete static_cast<DWORD *>(param);
EnterCriticalSection(&s_connectionsLock);
if (connIdx >= static_cast<DWORD>(s_connections.size()))
{
LeaveCriticalSection(&s_connectionsLock);
return 0;
}
SOCKET sock = s_connections[connIdx].tcpSocket;
BYTE clientSmallId = s_connections[connIdx].smallId;
LeaveCriticalSection(&s_connectionsLock);
std::vector<BYTE> recvBuf;
recvBuf.resize(WIN64_NET_RECV_BUFFER_SIZE);
while (s_active)
{
BYTE header[4];
if (!RecvExact(sock, header, 4))
{
app.DebugPrintf("Win64 LAN: Client smallId=%d disconnected (header)\n", clientSmallId);
break;
}
int packetSize =
(static_cast<uint32_t>(header[0]) << 24) |
(static_cast<uint32_t>(header[1]) << 16) |
(static_cast<uint32_t>(header[2]) << 8) |
static_cast<uint32_t>(header[3]);
if (packetSize <= 0 || packetSize > WIN64_NET_MAX_PACKET_SIZE)
{
app.DebugPrintf("Win64 LAN: Invalid packet size %d from client smallId=%d (max=%d)\n",
packetSize,
clientSmallId,
(int)WIN64_NET_MAX_PACKET_SIZE);
break;
}
if (static_cast<int>(recvBuf.size()) < packetSize)
{
recvBuf.resize(packetSize);
app.DebugPrintf("Win64 LAN: Resized host recv buffer to %d bytes for client smallId=%d\n", packetSize, clientSmallId);
}
if (!RecvExact(sock, &recvBuf[0], packetSize))
{
app.DebugPrintf("Win64 LAN: Client smallId=%d disconnected (body)\n", clientSmallId);
break;
}
HandleDataReceived(clientSmallId, s_hostSmallId, &recvBuf[0], packetSize);
}
EnterCriticalSection(&s_connectionsLock);
for (size_t i = 0; i < s_connections.size(); i++)
{
if (s_connections[i].smallId == clientSmallId)
{
s_connections[i].active = false;
if (s_connections[i].tcpSocket != INVALID_SOCKET)
{
closesocket(s_connections[i].tcpSocket);
s_connections[i].tcpSocket = INVALID_SOCKET;
}
break;
}
}
LeaveCriticalSection(&s_connectionsLock);
EnterCriticalSection(&s_disconnectLock);
s_disconnectedSmallIds.push_back(clientSmallId);
LeaveCriticalSection(&s_disconnectLock);
return 0;
}
bool WinsockNetLayer::PopDisconnectedSmallId(BYTE* outSmallId)
{
bool found = false;
EnterCriticalSection(&s_disconnectLock);
if (!s_disconnectedSmallIds.empty())
{
*outSmallId = s_disconnectedSmallIds.back();
s_disconnectedSmallIds.pop_back();
found = true;
}
LeaveCriticalSection(&s_disconnectLock);
return found;
}
void WinsockNetLayer::PushFreeSmallId(BYTE smallId)
{
// SmallIds 0..(XUSER_MAX_COUNT-1) are permanently reserved for the host's
// local pads and must never be recycled to remote clients.
if (smallId < (BYTE)XUSER_MAX_COUNT)
return;
EnterCriticalSection(&s_freeSmallIdLock);
// Guard against double-recycle: the reconnect path (queueSmallIdForRecycle) and
// the DoWork disconnect path can both push the same smallId. If we allow duplicates,
// AcceptThread will hand out the same smallId to two different connections.
bool alreadyFree = false;
for (size_t i = 0; i < s_freeSmallIds.size(); i++)
{
if (s_freeSmallIds[i] == smallId) { alreadyFree = true; break; }
}
if (!alreadyFree)
s_freeSmallIds.push_back(smallId);
LeaveCriticalSection(&s_freeSmallIdLock);
}
void WinsockNetLayer::CloseConnectionBySmallId(BYTE smallId)
{
EnterCriticalSection(&s_connectionsLock);
for (size_t i = 0; i < s_connections.size(); i++)
{
if (s_connections[i].smallId == smallId && s_connections[i].active && s_connections[i].tcpSocket != INVALID_SOCKET)
{
closesocket(s_connections[i].tcpSocket);
s_connections[i].tcpSocket = INVALID_SOCKET;
app.DebugPrintf("Win64 LAN: Force-closed TCP connection for smallId=%d\n", smallId);
break;
}
}
LeaveCriticalSection(&s_connectionsLock);
}
BYTE WinsockNetLayer::GetSplitScreenSmallId(int padIndex)
{
if (padIndex <= 0 || padIndex >= XUSER_MAX_COUNT) return 0xFF;
return s_splitScreenSmallId[padIndex];
}
SOCKET WinsockNetLayer::GetLocalSocket(BYTE senderSmallId)
{
if (senderSmallId == s_localSmallId)
return s_hostConnectionSocket;
for (int i = 1; i < XUSER_MAX_COUNT; i++)
{
if (s_splitScreenSmallId[i] == senderSmallId && s_splitScreenSocket[i] != INVALID_SOCKET)
return s_splitScreenSocket[i];
}
return INVALID_SOCKET;
}
bool WinsockNetLayer::JoinSplitScreen(int padIndex, BYTE* outSmallId)
{
if (!s_active || s_isHost || padIndex <= 0 || padIndex >= XUSER_MAX_COUNT)
return false;
if (s_splitScreenSocket[padIndex] != INVALID_SOCKET)
{
return false;
}
struct addrinfo hints = {};
struct addrinfo* result = nullptr;
hints.ai_family = AF_INET;
hints.ai_socktype = SOCK_STREAM;
hints.ai_protocol = IPPROTO_TCP;
char portStr[16];
sprintf_s(portStr, "%d", g_Win64MultiplayerPort);
if (getaddrinfo(g_Win64MultiplayerIP, portStr, &hints, &result) != 0 || result == nullptr)
{
app.DebugPrintf("Win64 LAN: Split-screen getaddrinfo failed for %s:%d\n", g_Win64MultiplayerIP, g_Win64MultiplayerPort);
return false;
}
SOCKET sock = socket(result->ai_family, result->ai_socktype, result->ai_protocol);
if (sock == INVALID_SOCKET)
{
freeaddrinfo(result);
return false;
}
int noDelay = 1;
setsockopt(sock, IPPROTO_TCP, TCP_NODELAY, (const char*)&noDelay, sizeof(noDelay));
if (connect(sock, result->ai_addr, (int)result->ai_addrlen) == SOCKET_ERROR)
{
app.DebugPrintf("Win64 LAN: Split-screen connect() failed: %d\n", WSAGetLastError());
closesocket(sock);
freeaddrinfo(result);
return false;
}
freeaddrinfo(result);
BYTE assignBuf[1];
if (!RecvExact(sock, assignBuf, 1))
{
app.DebugPrintf("Win64 LAN: Split-screen failed to receive smallId\n");
closesocket(sock);
return false;
}
if (assignBuf[0] == WIN64_SMALLID_REJECT)
{
BYTE rejectBuf[5];
RecvExact(sock, rejectBuf, 5);
app.DebugPrintf("Win64 LAN: Split-screen connection rejected\n");
closesocket(sock);
return false;
}
BYTE assignedSmallId = assignBuf[0];
s_splitScreenSocket[padIndex] = sock;
s_splitScreenSmallId[padIndex] = assignedSmallId;
*outSmallId = assignedSmallId;
app.DebugPrintf("Win64 LAN: Split-screen pad %d connected, assigned smallId=%d\n", padIndex, assignedSmallId);
int* threadParam = new int;
*threadParam = padIndex;
s_splitScreenRecvThread[padIndex] = CreateThread(nullptr, 0, SplitScreenRecvThreadProc, threadParam, 0, nullptr);
if (s_splitScreenRecvThread[padIndex] == nullptr)
{
delete threadParam;
closesocket(sock);
s_splitScreenSocket[padIndex] = INVALID_SOCKET;
s_splitScreenSmallId[padIndex] = 0xFF;
app.DebugPrintf("Win64 LAN: CreateThread failed for split-screen pad %d\n", padIndex);
return false;
}
return true;
}
void WinsockNetLayer::CloseSplitScreenConnection(int padIndex)
{
if (padIndex <= 0 || padIndex >= XUSER_MAX_COUNT) return;
if (s_splitScreenSocket[padIndex] != INVALID_SOCKET)
{
closesocket(s_splitScreenSocket[padIndex]);
s_splitScreenSocket[padIndex] = INVALID_SOCKET;
}
s_splitScreenSmallId[padIndex] = 0xFF;
if (s_splitScreenRecvThread[padIndex] != nullptr)
{
WaitForSingleObject(s_splitScreenRecvThread[padIndex], 2000);
CloseHandle(s_splitScreenRecvThread[padIndex]);
s_splitScreenRecvThread[padIndex] = nullptr;
}
}
DWORD WINAPI WinsockNetLayer::SplitScreenRecvThreadProc(LPVOID param)
{
int padIndex = *(int*)param;
delete (int*)param;
SOCKET sock = s_splitScreenSocket[padIndex];
BYTE localSmallId = s_splitScreenSmallId[padIndex];
std::vector<BYTE> recvBuf;
recvBuf.resize(WIN64_NET_RECV_BUFFER_SIZE);
while (s_active && s_splitScreenSocket[padIndex] != INVALID_SOCKET)
{
BYTE header[4];
if (!RecvExact(sock, header, 4))
{
app.DebugPrintf("Win64 LAN: Split-screen pad %d disconnected from host\n", padIndex);
break;
}
int packetSize = ((uint32_t)header[0] << 24) | ((uint32_t)header[1] << 16) |
((uint32_t)header[2] << 8) | ((uint32_t)header[3]);
if (packetSize <= 0 || packetSize > WIN64_NET_MAX_PACKET_SIZE)
{
app.DebugPrintf("Win64 LAN: Split-screen pad %d invalid packet size %d\n", padIndex, packetSize);
break;
}
if ((int)recvBuf.size() < packetSize)
recvBuf.resize(packetSize);
if (!RecvExact(sock, &recvBuf[0], packetSize))
{
app.DebugPrintf("Win64 LAN: Split-screen pad %d disconnected from host (body)\n", padIndex);
break;
}
HandleDataReceived(s_hostSmallId, localSmallId, &recvBuf[0], packetSize);
}
EnterCriticalSection(&s_disconnectLock);
s_disconnectedSmallIds.push_back(localSmallId);
LeaveCriticalSection(&s_disconnectLock);
return 0;
}
DWORD WINAPI WinsockNetLayer::ClientRecvThreadProc(LPVOID param)
{
std::vector<BYTE> recvBuf;
recvBuf.resize(WIN64_NET_RECV_BUFFER_SIZE);
while (s_active && s_hostConnectionSocket != INVALID_SOCKET)
{
BYTE header[4];
if (!RecvExact(s_hostConnectionSocket, header, 4))
{
app.DebugPrintf("Win64 LAN: Disconnected from host (header)\n");
break;
}
int packetSize = (header[0] << 24) | (header[1] << 16) | (header[2] << 8) | header[3];
if (packetSize <= 0 || packetSize > WIN64_NET_MAX_PACKET_SIZE)
{
app.DebugPrintf("Win64 LAN: Invalid packet size %d from host (max=%d)\n",
packetSize,
(int)WIN64_NET_MAX_PACKET_SIZE);
break;
}
if (static_cast<int>(recvBuf.size()) < packetSize)
{
recvBuf.resize(packetSize);
app.DebugPrintf("Win64 LAN: Resized client recv buffer to %d bytes\n", packetSize);
}
if (!RecvExact(s_hostConnectionSocket, &recvBuf[0], packetSize))
{
app.DebugPrintf("Win64 LAN: Disconnected from host (body)\n");
break;
}
HandleDataReceived(s_hostSmallId, s_localSmallId, &recvBuf[0], packetSize);
}
s_connected = false;
return 0;
}
bool WinsockNetLayer::StartAdvertising(int gamePort, const wchar_t* hostName, unsigned int gameSettings, unsigned int texPackId, unsigned char subTexId, unsigned short netVer)
{
if (s_advertising) return true;
if (!s_initialized) return false;
EnterCriticalSection(&s_advertiseLock);
memset(&s_advertiseData, 0, sizeof(s_advertiseData));
s_advertiseData.magic = WIN64_LAN_BROADCAST_MAGIC;
s_advertiseData.netVersion = netVer;
s_advertiseData.gamePort = static_cast<WORD>(gamePort);
wcsncpy_s(s_advertiseData.hostName, 32, hostName, _TRUNCATE);
s_advertiseData.playerCount = 1;
s_advertiseData.maxPlayers = MINECRAFT_NET_MAX_PLAYERS;
s_advertiseData.gameHostSettings = gameSettings;
s_advertiseData.texturePackParentId = texPackId;
s_advertiseData.subTexturePackId = subTexId;
s_advertiseData.isJoinable = 0;
s_hostGamePort = gamePort;
LeaveCriticalSection(&s_advertiseLock);
s_advertiseSock = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (s_advertiseSock == INVALID_SOCKET)
{
app.DebugPrintf("Win64 LAN: Failed to create advertise socket: %d\n", WSAGetLastError());
return false;
}
BOOL broadcast = TRUE;
setsockopt(s_advertiseSock, SOL_SOCKET, SO_BROADCAST, (const char*)&broadcast, sizeof(broadcast));
s_advertising = true;
s_advertiseThread = CreateThread(nullptr, 0, AdvertiseThreadProc, nullptr, 0, nullptr);
app.DebugPrintf("Win64 LAN: Started advertising on UDP port %d\n", WIN64_LAN_DISCOVERY_PORT);
return true;
}
void WinsockNetLayer::StopAdvertising()
{
s_advertising = false;
if (s_advertiseSock != INVALID_SOCKET)
{
closesocket(s_advertiseSock);
s_advertiseSock = INVALID_SOCKET;
}
if (s_advertiseThread != nullptr)
{
WaitForSingleObject(s_advertiseThread, 2000);
CloseHandle(s_advertiseThread);
s_advertiseThread = nullptr;
}
}
void WinsockNetLayer::UpdateAdvertisePlayerCount(BYTE count)
{
EnterCriticalSection(&s_advertiseLock);
s_advertiseData.playerCount = count;
LeaveCriticalSection(&s_advertiseLock);
}
void WinsockNetLayer::UpdateAdvertiseMaxPlayers(BYTE maxPlayers)
{
EnterCriticalSection(&s_advertiseLock);
s_advertiseData.maxPlayers = maxPlayers;
LeaveCriticalSection(&s_advertiseLock);
}
void WinsockNetLayer::UpdateAdvertiseJoinable(bool joinable)
{
EnterCriticalSection(&s_advertiseLock);
s_advertiseData.isJoinable = joinable ? 1 : 0;
LeaveCriticalSection(&s_advertiseLock);
}
DWORD WINAPI WinsockNetLayer::AdvertiseThreadProc(LPVOID param)
{
struct sockaddr_in broadcastAddr;
memset(&broadcastAddr, 0, sizeof(broadcastAddr));
broadcastAddr.sin_family = AF_INET;
broadcastAddr.sin_port = htons(WIN64_LAN_DISCOVERY_PORT);
broadcastAddr.sin_addr.s_addr = INADDR_BROADCAST;
while (s_advertising)
{
EnterCriticalSection(&s_advertiseLock);
Win64LANBroadcast data = s_advertiseData;
LeaveCriticalSection(&s_advertiseLock);
int sent = sendto(s_advertiseSock, (const char*)&data, sizeof(data), 0,
(struct sockaddr*)&broadcastAddr, sizeof(broadcastAddr));
if (sent == SOCKET_ERROR && s_advertising)
{
app.DebugPrintf("Win64 LAN: Broadcast sendto failed: %d\n", WSAGetLastError());
}
Sleep(1000);
}
return 0;
}
bool WinsockNetLayer::StartDiscovery()
{
if (s_discovering) return true;
if (!s_initialized) return false;
s_discoverySock = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (s_discoverySock == INVALID_SOCKET)
{
app.DebugPrintf("Win64 LAN: Failed to create discovery socket: %d\n", WSAGetLastError());
return false;
}
BOOL reuseAddr = TRUE;
setsockopt(s_discoverySock, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuseAddr, sizeof(reuseAddr));
struct sockaddr_in bindAddr;
memset(&bindAddr, 0, sizeof(bindAddr));
bindAddr.sin_family = AF_INET;
bindAddr.sin_port = htons(WIN64_LAN_DISCOVERY_PORT);
bindAddr.sin_addr.s_addr = INADDR_ANY;
if (::bind(s_discoverySock, (struct sockaddr*)&bindAddr, sizeof(bindAddr)) == SOCKET_ERROR)
{
app.DebugPrintf("Win64 LAN: Discovery bind failed: %d\n", WSAGetLastError());
closesocket(s_discoverySock);
s_discoverySock = INVALID_SOCKET;
return false;
}
DWORD timeout = 500;
setsockopt(s_discoverySock, SOL_SOCKET, SO_RCVTIMEO, (const char*)&timeout, sizeof(timeout));
s_discovering = true;
s_discoveryThread = CreateThread(nullptr, 0, DiscoveryThreadProc, nullptr, 0, nullptr);
app.DebugPrintf("Win64 LAN: Listening for LAN games on UDP port %d\n", WIN64_LAN_DISCOVERY_PORT);
return true;
}
void WinsockNetLayer::StopDiscovery()
{
s_discovering = false;
if (s_discoverySock != INVALID_SOCKET)
{
closesocket(s_discoverySock);
s_discoverySock = INVALID_SOCKET;
}
if (s_discoveryThread != nullptr)
{
WaitForSingleObject(s_discoveryThread, 2000);
CloseHandle(s_discoveryThread);
s_discoveryThread = nullptr;
}
EnterCriticalSection(&s_discoveryLock);
s_discoveredSessions.clear();
LeaveCriticalSection(&s_discoveryLock);
}
std::vector<Win64LANSession> WinsockNetLayer::GetDiscoveredSessions()
{
std::vector<Win64LANSession> result;
EnterCriticalSection(&s_discoveryLock);
result = s_discoveredSessions;
LeaveCriticalSection(&s_discoveryLock);
return result;
}
DWORD WINAPI WinsockNetLayer::DiscoveryThreadProc(LPVOID param)
{
char recvBuf[512];
while (s_discovering)
{
struct sockaddr_in senderAddr;
int senderLen = sizeof(senderAddr);
int recvLen = recvfrom(s_discoverySock, recvBuf, sizeof(recvBuf), 0,
(struct sockaddr*)&senderAddr, &senderLen);
if (recvLen == SOCKET_ERROR)
{
continue;
}
if (recvLen < static_cast<int>(sizeof(Win64LANBroadcast)))
continue;
Win64LANBroadcast* broadcast = (Win64LANBroadcast*)recvBuf;
if (broadcast->magic != WIN64_LAN_BROADCAST_MAGIC)
continue;
char senderIP[64];
inet_ntop(AF_INET, &senderAddr.sin_addr, senderIP, sizeof(senderIP));
DWORD now = GetTickCount();
EnterCriticalSection(&s_discoveryLock);
bool found = false;
for (size_t i = 0; i < s_discoveredSessions.size(); i++)
{
if (strcmp(s_discoveredSessions[i].hostIP, senderIP) == 0 &&
s_discoveredSessions[i].hostPort == static_cast<int>(broadcast->gamePort))
{
s_discoveredSessions[i].netVersion = broadcast->netVersion;
wcsncpy_s(s_discoveredSessions[i].hostName, 32, broadcast->hostName, _TRUNCATE);
s_discoveredSessions[i].playerCount = broadcast->playerCount;
s_discoveredSessions[i].maxPlayers = broadcast->maxPlayers;
s_discoveredSessions[i].gameHostSettings = broadcast->gameHostSettings;
s_discoveredSessions[i].texturePackParentId = broadcast->texturePackParentId;
s_discoveredSessions[i].subTexturePackId = broadcast->subTexturePackId;
s_discoveredSessions[i].isJoinable = (broadcast->isJoinable != 0);
s_discoveredSessions[i].lastSeenTick = now;
found = true;
break;
}
}
if (!found)
{
Win64LANSession session;
memset(&session, 0, sizeof(session));
strncpy_s(session.hostIP, sizeof(session.hostIP), senderIP, _TRUNCATE);
session.hostPort = static_cast<int>(broadcast->gamePort);
session.netVersion = broadcast->netVersion;
wcsncpy_s(session.hostName, 32, broadcast->hostName, _TRUNCATE);
session.playerCount = broadcast->playerCount;
session.maxPlayers = broadcast->maxPlayers;
session.gameHostSettings = broadcast->gameHostSettings;
session.texturePackParentId = broadcast->texturePackParentId;
session.subTexturePackId = broadcast->subTexturePackId;
session.isJoinable = (broadcast->isJoinable != 0);
session.lastSeenTick = now;
s_discoveredSessions.push_back(session);
app.DebugPrintf("Win64 LAN: Discovered game \"%ls\" at %s:%d\n",
session.hostName, session.hostIP, session.hostPort);
}
for (size_t i = s_discoveredSessions.size(); i > 0; i--)
{
if (now - s_discoveredSessions[i - 1].lastSeenTick > 5000)
{
app.DebugPrintf("Win64 LAN: Session \"%ls\" at %s timed out\n",
s_discoveredSessions[i - 1].hostName, s_discoveredSessions[i - 1].hostIP);
s_discoveredSessions.erase(s_discoveredSessions.begin() + (i - 1));
}
}
LeaveCriticalSection(&s_discoveryLock);
}
return 0;
}
#endif